Menacing Stance
At the start of the Knights turn, all creatures withing 50 feet of it must roll a wisdom save of 13 or higher, upon failing, the creature will be "Petrified" , while petrified all attacks from the knight will deal 2x damage, and all attacks used by the petrified creature will have disadvantage and half damage
Mist Blade
Basic weapon attack, deals 2d8 slashing damage
Tactical Assault
The Knight lunges forwards and strikes one enemy, upon being struck, a marking will be left on the target, for the next 3 turns, the knight may only target the marked enemy, however, it now has advantage on the attacks and deals double damage on the first of its 3 strikes.
Charged Blow
The Knight takes a step back and begins charging one massive strike, after a round he unleashes the blow on the nearest creature (Can be friend or foe ;) ) dealing 5d6 Necrotic damage + Mist Blades damage
Planned Counter
If the Knight is attacked by any non-magical weapon, it may attempt to counter, to break past the counter, you must roll a strength save against the knight, upon success the attack will break through the counter and deal 2x damage, upon failure, the knight will counter the attack and land a blow on you.
Remedial Insurgence
If the Knight falls below half health, he may call upon 5 basic mist walkers (low ranking, so soul devourers, shinobi, ect.) or a single captain, the Knight will then fall back and begin to heal, if he is not stopped (Concentration broken) in 5 rounds, the Knight will restore 10d8 health. if concentration is broken, the summons will disappear, however they CAN stand in the way of any attacks..and have their own battle formation.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Guy made of mist
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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